Inheritance: UnityEngine.StateMachineBehaviour
コード例 #1
0
ファイル: Enemy.cs プロジェクト: crisarau/phase_1_gdhq
    public void ChangeShootingBehavior(int value)
    {
        switch (value)
        {
        case 1:
            _shootBehavior = ShootBehavior.RANDOM;
            break;

        case 2:
            _shootBehavior = ShootBehavior.TIMESCONSECUTIVE;
            break;
        }
    }
コード例 #2
0
    public SpriteShootMap()
    {
//ShootBehavior params: delay, clipSize, projectiles, damagePerProjectile, reloadTime, range, auto, fire
        behavior [0] = new ShootBehavior(0, 0, 0, 0, 0, 0, false, false);                      //No weapon
        behavior [1] = new ShootBehavior(0, 0, 0, 100, 0, 5, false, false);                    //Knife
        behavior [2] = new ShootBehavior(0.2f, 12, 1, 10, 1.5f, 100, false, true);             //Pistol
        behavior [3] = new ShootBehavior(0.7f, 7, 6, 9, 3.0f, 75, false, true);                //Lvl 1 Shotgun
        behavior [4] = new ShootBehavior(0.1f, 25, 1, 12, 2.0f, 100, true, true);              //SMG
        behavior [5] = new ShootBehavior(0.15f, 30, 1, 25, 2.5f, 100, true, true);             //Lvl 1 Assault Rifle
        behavior [6] = new ShootBehavior(0.4f, 15, 1, 55, 6.0f, 200, false, true);             //Lvl 1 Rifle
        behavior [7] = new ShootBehavior(0.6f, 14, 8, 12, 2.4f, 95, false, true);              //Lvl 2 Shotgun
        behavior [8] = new ShootBehavior(0.15f, 45, 1, 32, 2.0f, 120, true, true);             //Lvl 2 Assault Rifle
        behavior [9] = new ShootBehavior(0.4f, 20, 1, 95, 4.5f, 250, false, true);             //Lvl 2 Rifle
    }